Starting in version 1.3 the game will receive gamepad events (axis changes, buttons, ...).It won't do anything with them yet but could be made to so I'd like you all to collect here your thoughts about what a good gamepad-enabled UI would be and how it would react and work.

Thanks!

PS: I'm openning the same thread for touch support

_________________[tome] joylove: You can't just release an expansion like one would release a Kraken XD--[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Considering the amount of talents in a usual ToME game, dedicating any buttons to talent hotkeys is pretty much a dead call. Consider running a somewhat-split interface (I'm thinking Minimalist UI set here) where you have a "cursor" set on your talent bar, big left/right buttons act as PgUp/PgDown, two buttons move the cursor left and right, one brings up auto-use menu, and one for using a talent. A lot of fiddly stuff is associated with those six icons in the bottom right and also a timed effect bar. We should probably make an aggregate menu for a Start button that lets you select one of those or bring up the usual Escape menu. Seeing as those buttons are relatively rarely used, that wouldn't probably be that annoying.

I want to be able to assign button sequences to talents. A, A for Double Strike! Down, down-right, right + A for Spinning Backhand! Right, down, down-right + A for Uppercut! Double quarter-circle forward half circle back A + B + C for Butterfly Kick!

Seriously though, just give the player the option to bind things the way they want, like with a keyboard. The difference would be that for a controller, you would have to support chords, and maybe button sequences. If we could do that, here's an example of how I might map my controller:

I'm not 100% sure about the gamepads you guys are talking about (the last one I had was a Sega Genesis), but I'm imagining if you just hit up, your character would move/bump up. That's just a simple variation, though: A button opens up a 'talent menu', where you can input that combo (or maybe something else, like up>up, up>left, etc). Maybe B button opens a more traditional menu where you can select character ('c' button on a keyboard), level up ('p' button), inventory ('i'), options ('esc'), and the like.

IMO there should be something like "switch to choose-skill-mode"; for example, you press left stick and then your arrows/stick moves will make cursor travel amongst the skills panel instead of moving the protagonist

Something that I felt worked quite good in most games with a lot of skills are ring menues (Examples: Magika, Witcher 2, Secret of Mana.)

I made a drawing to elaborate:

You activate the ringmenu with one button and can then navigate in a 360° manner through all of your skills. It is fast and efficient and that's what counts if you have to use a lot of skills very often. Depending on screensize, the ring menu could be permanently shown at the bottom right/left side of the screen. One could then see which skills are on cooldown and it would effectively replace the hotbar.

A variation of the ringmenu:One concern over the normal ring menu might be that joysticks might not be sensitive enough to navigate through the ring menu when there are, say, 20+ Skills. It might also get confusing. One solution would be to create artificial clusters/skill categories within the ring menu. Those Clusters/skill categories could then be selected and would contain 6-8 skills that have been assigned to that category. While selecting skills would take one more step, it would "clean up" the menu and give players the chance to create a better overview over their skills.

In both concepts, players should be allowed to freely move skills around to whereever they like (move to another category or move to another place within the ring menu)

Another blatantly simple suggestion, might be to literally map various commands other then movement to a submenu, similar to the 'enter' command on Hengband. (which could be played using nothing but enter and numpad, if need be.) One button that brings up a context menu for things like 'open menu, inventory, drop, etc.' could cover a lot, in a brute force fashion.

I like the idea of ring menus, both clustered and not. Let us control the size via option, maybe? So if we have a poorly efficient gamepad, we can set our ring to have... 10 items in it?or X items per cluster, X clusters total? Seems a simple toggle.

While we're at it, a 'diagonal movement' button. Playing fushigi no Dungeon games on console, this becomes important. Trying to move a diagonal on a gamepad without accidentally hitting a cardinal direction first can be tricky. A button that only allows diagonal movement while held would solve this.

I think re-purposing mouse-gestures would be the way to go. So d-pad up would be the same as rclick+up. Then use one analog stick for movement/ability targeting, the other analog stick for navigating the ability hotbar (basically, there would be a "selection" outline that you could move around the hotbar). Alternatively you could use the dpad for movement (and a stick for gestures), but idk if that makes moving diagonally easier or harder.

Having a button bound to "look" (and look-freely) is very important, as not having a mouse makes it necessary.

Another kind of related suggestion: make it so that when you begin a mouse-gesture, any abilities that can't possibly be that gesture are greyed out. So say you have Flare bound to LU and Crippling Shot bound to DR. If you begin a gesture with L, Crippling shot is greyed out. This would make it easier to remember/organize mouse gestures. ALSO, having it so there is an option to have little color-coded icons/dots on top of ability icons (in place of keys like "3" or "s7" or "a="). So say you have abilities 1, 2, 3, 4. 1 is bound to UL, 2 to UR, 3 to DL, and 4 to DR. 1 and 2 would have a green dot on them in the hotbar, while 3 and 4 would have a blue dot. Beginning a gesture with U would grey out 3 and 4, and change the dot on 1 to red and the dot on 2 to yellow. If you also had an ability "5" that was bound to simply U, it would be highlighted. Completing the gesture would require confirmation via pressing A (on xbox) or X (on playstation). (Normally confirmation requires r-click being released).

Alternatively, you could come up with an entirely new UI for gamepads, but leveraging existing mechanics like gestures seems easier (and would probably play nicer with mods that interact with those mechanics?).

Using Xbox 360 naming here, but the same basic layout applies to most modern gamepads AFAIK.

If you were to use the shoulder buttons (LB, LT, RB, RT) as modifiers, and the direction buttons and ABXY as inputs, you'd have four sets of eight skill buttons, plus a fifth set with no shoulder buttons held - 40 hotkeys. You could then map menu functionality to LT+RT+buttons - A for levelup screen, Y for character stats, X for inventory, B for talent list maybe. The Esc menu can be brought up with Start.

Left stick would be used for movement, so as to preserve the diagonals, and the right stick could be another skill menu.

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